UMvC3 Magneto Videos: Day minus[-] 3 Combo's

I’ll gladly “help” in any way I can. Just post up some game play and I’ll go to town XD

Edit: So badass to see so many players wanting to step up their game. Magneto forums is some hunnnnngry muthafuckas.

well here’s part one of my ft15 since the forums will be down for a majority of the week, i should have the other two up by the end of this week so if possible leave somethin on either twitter or yt

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I’m surprised you’re not killing Morrigan every chance you get if you’re playing that team, she’s really the only character on your friend’s team that can fight Phoenix.

it’s mainly because of how random his playstyle was. there were so many times i could have killed off morrigan lol. edit: i think what might be my main problem is that i need to work on my movement.

EDIT; here’s part two! third part should be up tomorrow afternoon
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Damn, that guy’s morrigan is burning my eyes.

So I’m pretty impressed! Some really solid gameplay/blocks in there. Still a couple of things you could be doing.

The first thing I was going to say is that you’re executing your TAC bait resets incorrectly, but that’s only relevant if you intend to play MVD with doom as your second. If that is your intention just say so and I can tell you what you’re doing wrong on them.

The next thing I noticed is that when you’re fishing for hits with mag blasts and plinked j. Hs, you’re too anxious to “confirm” using cr. H. There several points where I saw you whiff 3 or 4 cr. Hs back to back, and against good players any one of those whiffs really should have been a dead magneto (6:25-6:30, 9:58-10:02) . I feel the more effective and safe way to is to visually confirm your hits - you’re plinking your j. Hs at the perfect height where you should have plenty of time to confirm and react. If they are grounded and get bopped, dash up and confirm with cr. LM. If they were grounded but tried to jump and got bopped, or if you caught someone in mid-air, they will be put into that float-like state (:25, 5:14 is a better example), giving you plenty of time to visually confirm that they not only they were hit, but also that they got hit mid-air. While you can use the same dash up and confirm with cr. LM as you would for hitting an opponent on the ground, the timing and spacing aren’t nearly as free/consistent for mid-air confirms as st. LM cr. HS, which is much more solid, and looks swagtastic to boot. Converting off of an aerial hit with just dash up cr. H is extremely easy (5:14), but again I wouldn’t call that a hit confirm as much as a read/leap of faith (see :25, 2:59, haha) saying “I know they are going to take this to the dome. I’m going to maximize my damage output by omitting lights and mediums”.

Geez. Finally on to the next thought, though it kind of ties into the last one. Because you aren’t using your lights and mediums to confirm, you’ve put yourself into the habit of just frame-trapping your way through a magic series whether they blocked or not, leading to a ton of blocked cr. H. At the point a good player blocks your cr. H, you’ve officially pushed yourself into a corner. Which proper spacing and quick cancels, cr. H xx disruptah is a pretty safe blockstring, but if you’re trying to confirm off of the cr. H alone, you’ll find that you’ll slide into the block too deep, and make the disruptah unsafe on either startup or recovery (7:50). Once you’re at the point that you’ve waiting too long after your cr. H for disruptah to be safe (9:14), you’ve really fucked yourself. You officially have two, incredibly predictable, rather unsafe options left; you’re either going to try to frame trap me with an S, or you’re going to try to flight cancel (15:05 for lack of a better example. I personally like to scum this option out with st. LM confirms). So the short version is work on visually confirming off of various things rather than going balls to the wall and hoping for the best.

Which ties into the next point :stuck_out_tongue: Learn your spacing on your tridash lights, it’s much longer range than you would expect. From fullscreen, two plink dashes and a tri dash light will get you to the other side, so that’s just a little food for though. Just in general though, you grossly underutilized mags tridash game. There was a time or two where you were in the kill zone (we’ll call it that because it sounds cool) with mags, but instead of (ab)using his ambiguous tridash mixups, you defaulted to plinked j.H/j.S, allowing far more time to react (a decent example is your post-snap pressure at 2:49, and 3:30. I know there’s a better example in there but I’m having trouble finding it. Found it, much more apparent at 14:42)

One last thing - you want the opening throw way too bad. Seriously, go back and watch these matches. You tried to open up with a throw EVERY match :stuck_out_tongue: Another one of my favorite things to do is go chest/chest with a mags at the beginning of the round, essentially faking a throw, but take a shallow jump up back and tridash in with light after they whiff the heavy, and that point my mind has already registered your mags as dead and is thinking about the optimal incoming mixup for your play style and skill level. Even if you don’t get scummed out like this, it’s becoming a much more accepted practice to tech the throw, and then clip the legs (accident or not, this happened at 14:05. I say that, morrigans cr. L doesn’t actually hit low, but it worked just as well because you were mashing out the throw and got bopped in the startup of your st. H).

So suuuuper short version:

  1. Work confirms and conversions.
  2. I would stop using flight cancel S altogether, though a lot of this will be dependent on 1. It’s not HORRIBLE when used with discretion, but it is not “good”.
  3. Stop using plinked j. H/S when in the kill zone. Learn to abuse the hell out of Magneto’s tridash high/low/throw mixups.
  4. You did a pretty good job of mixing it up, except at the beginning of the round. The beginning of the round needs to be just as much of a mixup as any other situation you find yourself in on a consistent basis.

Just critiqued the mags since that’s what I saw the most of. What I did see of doom seemed relatively solid overall. Considering each of the characters mobility capabilities, your doom’s movement is leaps and bounds above your movement with magnus. 1:33-1:38 showed mobility and caution on par with many high level players, REALLY good shit there.

I’ll stop there. That’s more than enough stuff you can work towards. These are habits that (probably) every good mags has had to break with practice and intent, active concentration on your own play, myself being no exclusion. It’s a slow process, but with work on any/all of those things, you will see vast improvements and will definitely notice that you’ve leveled up.

Really though, that morrigan is ass. XD

I’ll gladly watch the other parts, but I can already tell you the mistakes mentioned above will be just as apparent in pt 2/3. Good games.

Oh man. I’ll make sure to record a few games of Vergil on point as well. Your vergil broke my heart. Like more than Kelter Skelter’s. Call disruptah, M teleport, HS… WHY U NO CONFIRM WITH LM?!? :stuck_out_tongue:

Just a note,
crH xx Disruptor is extremely unsafe although can be made safe by assists. ie you can crH xx Disruptor + jam session and you get a free high/low afterwards, but doing it raw is punishable by a full combo
crH xx fly jS is a frame trap. It’s ghetto safe, but can be punished by invincible reversals. Funnily enough I actually hit people with jS sometimes yet never confirm it since it’s so obvious that you have to block. But what tends to happen is that the gap that’s created baits bad pushblocks and acts as a frame trap.

I didn’t watch all the footage, but tridash lights and heavy don’t work in the Morrigan mu, she can crouch them and punish you with crL. Her crouching hitbox is so stupid, but if Morrigan players get more mu experience the matchup will be even more of a pain, other than the fact that she can keep magneto out for days, he’s free to her astral vision, and it’s hard for him to rush her down on the air or ground.

c.H xx fly j.S is not a frame trap, your opponent can airgrab you on reaction or anti air normal you.better to make c. H safe with an assist

@leaf - I actually enjoy the Magneto/morrigan matchup. Stay in her ass and she’s free. Give a good Morrigan a second to breathe and you already lost. Mag’s normals will still connect with proper spacing/plinking on a morrigan, but I agree. That crouch is silly.

@Luis - Depending on how quick the cancels are I don’t know if you can always get an air throw, but st. LM cr. HS punish is free. I really need to get and learn the frame data for this game, I think that’s what would take my game to the next level

I’ll play around with cr. H xx disruptah more this weekend. “I don’t always frametrap my way through magic series, but when I do, I cancel into disruptah as fast as possible” lol. I really am somewhat sure that cr.H xx M disruptah from max range and cancelling as fast as you can is relatively safe, but I’ll definitely keep that in mind.

Record yourself doing the cancel as fast as possible and try punishing to see what happens.
It’s a 5f window frame trap that will trade with perfectly mashed anti airs, but will beat throw attempts. I did test it out before

final part. enjoy that morrigan lol

[media=youtube]7vlE8PRBWYc[/media]

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Fun TAC ish</span></font><br><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=ioSmGdNuMfY</span></font><br><div class="_kso fsm direction_ltr" data-jsid=“message” style=“font-family: ‘lucida grande’, tahoma, verdana, arial, sans-serif; font-size: 11px; font-style: normal; font-variant: normal; font-weight: normal; line-height: 14px; direction: ltr; margin-bottom: 3px; white-space: pre-wrap; word-wrap: break-word; color: rgb(51, 51, 51); background-color: rgb(255, 255, 255);”><br></div><div class="_kso fsm direction_ltr" data-jsid=“message” style=“font-family: ‘lucida grande’, tahoma, verdana, arial, sans-serif; font-size: 11px; font-style: normal; font-variant: normal; font-weight: normal; line-height: 14px; direction: ltr; margin-bottom: 3px; white-space: pre-wrap; word-wrap: break-word; color: rgb(51, 51, 51); background-color: rgb(255, 255, 255);”>--------------</div><div class="_kso fsm direction_ltr" data-jsid=“message” style=“font-family: ‘lucida grande’, tahoma, verdana, arial, sans-serif; font-size: 11px; font-style: normal; font-variant: normal; font-weight: normal; line-height: 14px; direction: ltr; margin-bottom: 3px; white-space: pre-wrap; word-wrap: break-word; color: rgb(51, 51, 51); background-color: rgb(255, 255, 255);”>Mags vs Felicia
http://www.youtube.com/watch?v=TQwT6YkoqfA
</div>

that shit was sick

I found a glitch. If you DHC out of Magneto’s grab (while the opponent is still “frozen”) it causes the opponent to spin like the old DHC glitch.

Not new, not a glitch.

The glitch was the damage not scaling in the old DHC glitch. The spinning/special states are not a glitch.

I used to use that so I could get frank to whiff and use the hard knockdown to get camera shots

lol

Whoops. Never seen the spin state off a grab! sorry for my lies and slander!